From 8252be248f725017176d0da3ecab817b198da039 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sun, 4 Oct 2026 17:16:55 +0800 Subject: [PATCH] =?UTF-8?q?feedback3=20WA:=20=E8=81=94=E9=98=B2=20carries?= =?UTF-8?q?=20the=20HP=20ratio=20and=20the=20SP=20only=20=E2=80=94=20a=20s?= =?UTF-8?q?kill=20running=20at=20the=20end=20of=20the=20own=20combat=20ent?= =?UTF-8?q?ers=20switched=20off=20(no=20free=20restart),=20the=20SP=20coun?= =?UTF-8?q?ts=20stored=20charges,=20board=20summons=20keep=20their=20SP?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/DESIGN.md | 6 +- docs/META.md | 5 +- docs/PLAYING.md | 2 +- docs/SIM.md | 9 +- server/match/PlayerState.js | 4 +- server/match/fields.js | 5 +- server/match/unite.js | 21 ++-- server/sim/Battle.js | 19 +++- server/sim/skills.js | 22 ++++- test/docs-consistency.test.js | 2 +- test/match/clientCombat.test.js | 2 +- test/match/combat.test.js | 4 +- test/match/feedback3-unitecarry.test.js | 125 ++++++++++++++++++++++++ test/match/unitedown.test.js | 4 +- test/sim/fidelity.test.js | 31 +++--- test/sim/skills.test.js | 7 +- 16 files changed, 220 insertions(+), 48 deletions(-) create mode 100644 test/match/feedback3-unitecarry.test.js diff --git a/docs/DESIGN.md b/docs/DESIGN.md index 6b6e8113..11a26c8d 100644 --- a/docs/DESIGN.md +++ b/docs/DESIGN.md @@ -186,7 +186,7 @@ b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4) colOffset, // 0 for own field; +8 for the right half in unite/boss units: [ { uid, kind: 'chess'|'token', chessId /* golden id if elite */, tokenId?, row, col, items: [itemId...], // equipped items (golden ids when merged) - carryState?: { hpPct, sp, skillActive } | { down: true } } ], // unite: helper units keep end-of-combat state; + carryState?: { hpPct, sp } | { sp } | { down: true } } ], // unite: an operator keeps its end-of-combat HP ratio + SP, a summon its SP (no running skill); // { down: true } = knocked out at its end: deployed, then forced out (§19.3) bonds: { [bondId]: { count, active, tier, layers } }, // snapshot from bondsMeta at combat start bandId, playerEffects: [ EffectRef ], // active band/choice/team effects with battle parts @@ -206,7 +206,7 @@ b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4) // the bond's room under BOND_LAYER_CAP 999 (§6.3, §20.12) coins: n, // bounty coins earned damageDealt: n, bossDamage: n, healingDone: n, deaths: n, - unitsEnd: [ { uid, hpPct, sp, alive } ] } }, + unitsEnd: [ { uid, hpPct, sp, alive } ] } }, // operators + board summon pieces; sp = 技力 incl. stored charges bossHpLeft? } ``` @@ -729,7 +729,7 @@ Ten reports after playing v2.3 (绝境 on desktop, 标准 on an Android phone in - **Cause**: `unite.js uniteBattleOpts` dropped every operator that `unitsEnd` reported `alive: false` — and its summons — from the 联防 input (an old [ASSUMED] rule). Every client and the server build the unite field from that input, so the operator was missing for the authority, the partners, observers and the `SP_COMBAT=server` fallback alike. - **Official** (PRTS 卫戍协议/帮助 §联防阶段): "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力,上一阶段为退场状态的干员强制退场)". - **Now**: the operator is fielded with `carryState: { down: true }` (§5.1); its summons are fielded as the board has them. `Battle.start` deploys everyone (the initial `deploy` hook fires), then before `battleStart` sets its HP to 0 (the end-of-phase ratio, as `kill()`) and withdraws it with removal reason `FORCED_EXIT` = `'forcedExit'`. `Battle.isDown` accepts that reason, so it is in b.snap `down` and `fieldMeta` with its ring, shows 0 HP on the live card, and redeploys by §5.5 (timer done, own tile free, DP ≥ cost) at full HP. The forced exit is no new knock-out: no `kill` hook, no `death` with reason `'killed'`, no `deaths` count — 深海 / 不屈 revives, 崇高牺牲 layers and selfdead garrisons fired in the own combat. The client's `'die'` with that reason goes straight to the held knocked-down pose (`UnitView.die(true)`: no fall, no burst, no sound). -- The timer restarts at the operator's **full** redeploy time (70 s for most chess): the official setup carries only `hp` / `tech` per operator (research 09 §3 `HelpBattleInfo`), and the user confirmed it after the v2.4 follow-up ("进联防复活时间确实是重新算" — a request to carry the remainder was withdrawn). A short 联防 may therefore end before it comes back (a real-sim reproduction ended at 28 s; in the integration QA's real matches 43 % of 1,564 knocked-out operators were still counting when their 联防 ended). Also [ASSUMED]: the forced exit happens before `battleStart`; the timer is re-read after it, so a redeploy-time effect that starts with the battle covers it (机变 征召 "所有干员的再部署时间-50%": 70 → 35 s, as for a later knock-out — it read 70 s before the integration QA), while 征召's own row check ("场上至少有一行存在3名干员") does not count it [ASSUMED]. Not covered: 召唤物仅修改技力 (summons enter 联防 fresh; `unitsEnd` lists operators only — carrying their SP would extend the client-reported result, `spec.js` digests and `fields.js` validation). +- The timer restarts at the operator's **full** redeploy time (70 s for most chess): the official setup carries only `hp` / `tech` per operator (research 09 §3 `HelpBattleInfo`), and the user confirmed it after the v2.4 follow-up ("进联防复活时间确实是重新算" — a request to carry the remainder was withdrawn). A short 联防 may therefore end before it comes back (a real-sim reproduction ended at 28 s; in the integration QA's real matches 43 % of 1,564 knocked-out operators were still counting when their 联防 ended). Also [ASSUMED]: the forced exit happens before `battleStart`; the timer is re-read after it, so a redeploy-time effect that starts with the battle covers it (机变 征召 "所有干员的再部署时间-50%": 70 → 35 s, as for a later knock-out — it read 70 s before the integration QA), while 征召's own row check ("场上至少有一行存在3名干员") does not count it [ASSUMED]. 召唤物仅修改技力: since 0.1.3 `unitsEnd` lists the board's summon pieces too and they carry `{ sp }` (one off the field at the end enters fresh [ASSUMED]); until then summons entered 联防 fresh. - Tests: `test/match/unitedown.test.js` (both combat modes, both helper halves, the real sim), `test/sim/downelem.test.js` (incl. 征召), `test/render/downring.test.js`, `test/match/combat.test.js`; browser (opt-in) `test/render/unitedown.browser.test.js`. ### 19.4 Huge bosses: hit area, 自缚 (#10) — `tools/build-data.mjs HIT_AREAS`, `sim/body.js`, `content/bosses.js SELF_BOUND`, `render/pick.js` diff --git a/docs/META.md b/docs/META.md index 105bbbb7..30df79af 100644 --- a/docs/META.md +++ b/docs/META.md @@ -642,12 +642,13 @@ chosen by most units on the field (downed included) > an active bond > most stan units > active bond > Σ active layers > standing > seat (LP plays no part), the first one on the right-hand field (colOffset +8, where escaped_multi enters), the other colOffset 0; the escaped template of that size routes the leaked enemies by slot class; helpers' operators carry -`{ hpPct, sp, skillActive }` from `unitsEnd` ("阵地以其当前状态"); an operator knocked out at the end of the helper's own +`{ hpPct, sp }` from `unitsEnd` ("阵地以其当前状态": the HP ratio and the 技力 only — a skill running at the end enters +switched off; summon pieces `{ sp }`, "召唤物仅修改技力"); an operator knocked out at the end of the helper's own combat carries `{ down: true }` (PRTS 卫戍协议/帮助: "部署完成后…上一阶段为退场状态的干员强制退场"): deployed, then forced out at once, it lies on its tile with the redeploy ring and redeploys like after any knock-out (docs/SIM.md §1.1; user playtest #5 item 2 — it used to stay out and vanish); its timer is its full redeploy time (the official setup carries only hp / tech per operator; confirmed by the user), with the redeploy-time effects that start with the battle (机变 征召); summons are -fielded as the board has them; `flags.layerGainsEnabled = false`; time limit = the round's combat limit. +fielded as the board has them (their SP carried); `flags.layerGainsEnabled = false`; time limit = the round's combat limit. Every enemy still alive at the end (leaked again, or never spawned before the limit) costs its **source** player 1 LP. A client-run 联防 result may bill a survivor only to a leaker who sent that enemy in — a split / summon only to a leaker who sent in its parent, ≤ the parents' data offspring count (磨砻 2, 烹泉 4 …; fields.js offspringPerParent). diff --git a/docs/PLAYING.md b/docs/PLAYING.md index 95e28fd2..eaf8d7b3 100644 --- a/docs/PLAYING.md +++ b/docs/PLAYING.md @@ -80,7 +80,7 @@ ## 5. 联防(同盟) -某回合**有人漏怪、又有人完美作战**(全歼且无漏怪)时触发:最多 2 名完美作战的队友带着自己的阵容(保持作战结束时的生命与技能状态;作战结束时已被击倒的干员在原位倒地,按官方的「强制退场」以完整的再部署时间重新倒计时,时间到且部署费用足够后照常再部署——联防较短时可能来不及再部署;机变「征召」这类开战时生效的再部署时间减免同样计入),迎击其他玩家漏掉的全部敌人。 +某回合**有人漏怪、又有人完美作战**(全歼且无漏怪)时触发:最多 2 名完美作战的队友带着自己的阵容(与官方相同,只保留作战结束时的生命比例和技力:作战结束时还开着的技能在联防开场是关着的,技力是开技能后剩下的值,通常为 0;召唤物只保留技力;作战结束时已被击倒的干员在原位倒地,按官方的「强制退场」以完整的再部署时间重新倒计时,时间到且部署费用足够后照常再部署——联防较短时可能来不及再部署;机变「征召」这类开战时生效的再部署时间减免同样计入),迎击其他玩家漏掉的全部敌人。 - 参加者按官方规则挑选:场上单位最多 > 有已激活的盟约 > 未倒下的单位最多 > 座位靠前(与 LP 无关);两人参加时,排在前面的一位(再比较激活盟约的层数总和)在右半场「率先迎敌」。 diff --git a/docs/SIM.md b/docs/SIM.md index 5ca88cfb..08f03bc1 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -141,8 +141,11 @@ landing tile) compare offsets in the unit's facing-RIGHT frame (`localOrder` / ` the old tile-key order), so a rotated layout plays the same (test/sim/facing-invariance.test.js: every chess × 4 directions on an open field). 余 S3's fire wall runs through his tile perpendicular to his direction (his column facing RIGHT / LEFT, his row facing UP / DOWN; fx `firewall.axis` = `'col'|'row'`). -`carryState: { hpPct, sp, skillActive }` restores unite helpers (HP ratio, SP; `skillActive` restarts a timed skill for a -fresh duration/ammo **without spending a charge** — `unitsEnd` reports `sp: 0` while a skill runs, so pass it through as is). +`carryState: { hpPct, sp }` restores unite helpers' operators (HP ratio, and the SP = the official 技力, stored charges +included: `unitsEnd` reports `skill.spTotal`, reset rebuilds the charges from it); `carryState: { sp }` a board summon +piece's SP only (PRTS "召唤物仅修改技力"). Nothing else is carried: a skill running at the end of the own combat enters +switched off with the SP it had left — spent at its activation, 0 for a one-charge skill (`unitsEnd.skillActive` is +reported, never carried; community report #34 — it used to restart for free). `carryState: { down: true }` = an operator knocked out at the end of the helper's own combat (PRTS 卫戍协议/帮助 "上一阶段为 退场状态的干员强制退场", user playtest #5 item 2): `start()` deploys it with everyone (initial `deploy` fires), then — before `battleStart` — withdraws it with reason `FORCED_EXIT` (constants.js `'forcedExit'`) and HP 0 (the end-of-phase HP ratio, as after @@ -366,7 +369,7 @@ recorded for the player whose half contains the goal it reached, with `sourcePla perPlayer: { [playerId]: { killed, total, perfect, leaked: [{ enemyKey, mods, lpr, sourcePlayerId, tag, counted, boss?, spawned }], layerGains: {bondId: n}, coins, damageDealt, bossDamage, healingDone, deaths, - unitsEnd: [{ uid, id, defId, hpPct, sp, skillActive, alive }], + unitsEnd: [{ uid, id, defId, hpPct, sp, skillActive, alive }], // operators + board summon pieces; sp = skill.spTotal unitStats: [{ id, uid, defId, name, kind, dmg, kills, heal, taken, attacks }] } } } ``` - `cleared`: no spawns pending and no enemy alive (or the shared boss pool reached 0 — a pool never holds less than diff --git a/server/match/PlayerState.js b/server/match/PlayerState.js index e3f972d7..f27f994a 100644 --- a/server/match/PlayerState.js +++ b/server/match/PlayerState.js @@ -1544,7 +1544,9 @@ export class PlayerState { if (carry && carry.has(piece.uid)) u.carryState = carry.get(piece.uid); units.push(u); } else if (piece.kind === 'token') { - units.push({ uid: piece.uid, kind: 'token', tokenId: piece.id, row: r, col: c, dir: pieceDir(piece), ownerUid: piece.ownerUid }); + const u = { uid: piece.uid, kind: 'token', tokenId: piece.id, row: r, col: c, dir: pieceDir(piece), ownerUid: piece.ownerUid }; + if (carry && carry.has(piece.uid)) u.carryState = carry.get(piece.uid); // 联防: { sp } (unite.js) + units.push(u); } } return { diff --git a/server/match/fields.js b/server/match/fields.js index 5929da6e..6e71e9cc 100644 --- a/server/match/fields.js +++ b/server/match/fields.js @@ -829,10 +829,11 @@ export function validateClientResult(spec, raw, { gd = null } = {}) { const seen = new Set(); for (const u of Array.isArray(p.unitsEnd) ? p.unitsEnd : []) { // units the sim created during the battle (no board uid) or not on this player's board carry nothing the match uses - if (!u || !Number.isInteger(u.uid) || !own.chess.has(u.uid) || seen.has(u.uid)) continue; + // (the board's operators and summon pieces: 联防 carries an operator's HP ratio and SP, a summon's SP — unite.js) + if (!u || !Number.isInteger(u.uid) || !own.all.has(u.uid) || seen.has(u.uid)) continue; seen.add(u.uid); if (!finiteIn(u.hpPct, 0, 1) || !finiteIn(u.sp, 0, 1e5)) return bad('unit state'); - unitsEnd.push({ uid: u.uid, defId: own.chess.get(u.uid), hpPct: u.hpPct, sp: u.sp, skillActive: !!u.skillActive, alive: !!u.alive && u.hpPct > 0 }); + unitsEnd.push({ uid: u.uid, defId: own.all.get(u.uid), hpPct: u.hpPct, sp: u.sp, skillActive: !!u.skillActive, alive: !!u.alive && u.hpPct > 0 }); } const unitStats = []; for (const u of Array.isArray(p.unitStats) ? p.unitStats : []) { diff --git a/server/match/unite.js b/server/match/unite.js index 8b97cf84..afe9bcd7 100644 --- a/server/match/unite.js +++ b/server/match/unite.js @@ -5,15 +5,17 @@ // players chosen by most units on the field (downed included) > has an active bond (存疑) > most undowned units, then // seat; with 2 helpers the one ranked first by most units > active bond > Σ active bond layers (存疑) > most undowned // units "率先迎敌" on the RIGHT-hand field (colOffset +8, where the escaped_multi routes enter), the other keeps the -// left half (colOffset 0); a lone helper plays escaped_single on its own field. Their operators keep HP%, SP and a -// running timed skill from the end of their own combat (BattleResult.unitsEnd → PlayerBattleInput.units[].carryState, -// "阵地以其当前状态"). An operator knocked out at the end of its own combat (alive false) is fielded with +// left half (colOffset 0); a lone helper plays escaped_single on its own field. Their operators keep the HP ratio and +// the SP (技力, stored charges included) from the end of their own combat, nothing else — a skill still running then +// enters switched off (BattleResult.unitsEnd → PlayerBattleInput.units[].carryState `{ hpPct, sp }`, "阵地以其当前状态"; +// community report #34 / GitHub #82: it used to restart for free). An operator knocked out at the end of its own combat (alive false) is fielded with // `carryState: { down: true }`: PRTS "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力, // 上一阶段为退场状态的干员强制退场)" — the sim deploys it with everyone and forces it out at once (constants.js // FORCED_EXIT), so it lies on its own tile with the redeploy ring and comes back like after any knock-out (user // playtest #5 item 2: it used to be left out and vanished). Its timer is its full redeploy time (the official 联防 -// setup carries only hp / tech per operator, research 09 §3 HelpBattleInfo; the user confirmed it restarts). Summons are fielded as the board has -// them (a summon's own end state is not carried: unitsEnd lists operators only). Enemies = the union of every leaker's +// setup carries only hp / tech per operator, research 09 §3 HelpBattleInfo; the user confirmed it restarts). The board's summon +// pieces are fielded as the board has them and keep only their SP ("召唤物仅修改技力": carryState `{ sp }`, unitsEnd lists +// them beside the operators; one off the field at the end enters fresh [ASSUMED]). Enemies = the union of every leaker's // counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single` // for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` / // `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains. Time @@ -105,11 +107,18 @@ export function uniteBattleOpts(m, plan, timeLimit) { const players = plan.helpers.map((ps, i) => { const carry = new Map(); const r = m.lastResults.get(ps.playerId); + const summonUids = new Set(); + for (const p of ps.board.values()) if (p && p.kind === 'token') summonUids.add(p.uid); for (const u of (r && r.unitsEnd) || []) { if (!u || u.uid == null) continue; + const sp = Number.isFinite(u.sp) ? Math.max(0, u.sp) : 0; + // a summon: its SP only ("召唤物仅修改技力"); one off the field at the end enters fresh [ASSUMED] + if (summonUids.has(u.uid)) { if (u.alive) carry.set(u.uid, { sp }); continue; } // knocked out at the end of its own combat: 强制退场 right after the deployment (see header) if (!u.alive) { carry.set(u.uid, { down: true }); continue; } - carry.set(u.uid, { hpPct: Number.isFinite(u.hpPct) ? Math.max(0.01, Math.min(1, u.hpPct)) : 1, sp: Number.isFinite(u.sp) ? u.sp : 0, skillActive: !!u.skillActive }); + // HP ratio and SP only: a skill still running at the end is not carried (unitsEnd `skillActive` stays unused — + // community report #34, GitHub #82) + carry.set(u.uid, { hpPct: Number.isFinite(u.hpPct) ? Math.max(0.01, Math.min(1, u.hpPct)) : 1, sp }); } // 2 helpers: the first one meets the enemies first on the right-hand field (escaped_multi enters at col 18) const colOffset = plan.helpers.length > 1 && i === 0 ? 8 : 0; diff --git a/server/sim/Battle.js b/server/sim/Battle.js index 2f157998..9bd986d7 100644 --- a/server/sim/Battle.js +++ b/server/sim/Battle.js @@ -124,6 +124,7 @@ export class Battle { this.finished = false; this.reason = null; this.started = false; + this._startDeploying = false; /** @type {Unit[]} every unit ever created */ this.units = []; /** @type {Unit[]} alive enemies (compacted each tick) */ @@ -360,11 +361,15 @@ export class Battle { // a summon piece flagged `deferDeploy` by content (one its owner's loadout does not make — 赫默 on S1 with a drone // piece —, or a skill's summon when shared/constants.js SKILL_SUMMON_START_DEPLOY is off: content/tokens.js // dockSkillSummons) stays off the field, its tile reserved (isReservedTile), until content deploys it + // (_startDeploying: a board piece content brings in during this deployment — a tactician's 流形 / 狼群 comes with + // its owner's deploy — takes its 联防 carry on that first deployment too) + this._startDeploying = true; for (const kind of ['op', 'token']) { const per = lists.map((l) => l.filter((u) => u.kind === kind && !u.deferDeploy)); const n = Math.max(0, ...per.map((l) => l.length)); for (let i = 0; i < n; i++) for (const l of per) if (l[i]) this._safe(() => this._deploy(l[i], { initial: true }), 'initialDeploy', l[i]); } + this._startDeploying = false; // 仇恨 (targeting.js sortAllyTargets: the later deployed is attacked first): every summon that came in during the // initial deployment — also one an operator's deploy brought along (a tactician's 援军, a start-of-battle summon) // — ranks after all the operators (of every player on the field [ASSUMED]), in the order it came @@ -539,10 +544,14 @@ export class Battle { for (const ps of this.players) { const pp = this._perPlayer[ps.playerId]; pp.perfect = !pp.leaked.some((l) => l.counted !== false); - pp.unitsEnd = ps.units.filter((u) => u.kind === 'op').map((u) => ({ + // the operators and the board's summon pieces (a board uid): 联防 carries an operator's HP ratio and SP, a summon's + // SP only (match/unite.js). `sp` is the official 技力 — stored charges included (PRTS 技能 "可充能X次…当前技力上限等于该 + // 技能技力需求的X倍"); a running skill spent its SP at activation, so it reports what was left (0 for one charge). + // `skillActive` is reported, never carried. + pp.unitsEnd = ps.units.filter((u) => u.kind === 'op' || (u.kind === 'token' && u.uid != null)).map((u) => ({ uid: u.uid, id: u.id, defId: u.defId, hpPct: u.alive ? Math.max(0, Math.min(1, u.hp / u.s.maxHp)) : 0, - sp: u.skill && !u.skill.noSkill ? Math.round(u.skill.sp * 100) / 100 : 0, + sp: u.skill && !u.skill.noSkill ? Math.round(u.skill.spTotal * 100) / 100 : 0, skillActive: !!(u.skill && u.skill.active && u.skill.kind !== 'passive'), alive: !!u.alive, })); @@ -883,8 +892,10 @@ export class Battle { u.ground = this.grid.isLow(R0, C0) && !this._elevated?.has(k); u.markDirty(); u.hp = u.s.maxHp; - const cs = initial ? (carry ?? u.carry) : null; - if (cs && Number.isFinite(cs.hpPct)) u.hp = Math.max(1, u.s.maxHp * Math.max(0.01, Math.min(1, cs.hpPct))); + // 联防 carry (PRTS 卫戍协议/帮助 §联防阶段 "将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力…)"): + // an operator's HP ratio here, the SP in skill.reset — a summon's SP only + const cs = initial || (first && this._startDeploying) ? (carry ?? u.carry) : null; + if (cs && u.kind === 'op' && Number.isFinite(cs.hpPct)) u.hp = Math.max(1, u.s.maxHp * Math.max(0.01, Math.min(1, cs.hpPct))); this._occ[k] = u; this._refreshRange(u); // also rebuilds baseRangeKeys (initial range incl. permanent rangeExtend) if (!u.skill) this._setupUnit(u); diff --git a/server/sim/skills.js b/server/sim/skills.js index d2989afd..f99c5029 100644 --- a/server/sim/skills.js +++ b/server/sim/skills.js @@ -161,7 +161,22 @@ export class SkillRuntime { return this.battle._safe(() => fn(this._ctx(extra)), `skill.${fnName}`, this.unit); } - /** Called on every (re)deployment. `carry` = { sp, skillActive } for unite helpers. */ + /** + * The official 技力 (PRTS 技能: "可充能X次…当前技力上限等于该技能技力需求的X倍"): the stored charges × cost plus the SP + * towards the next one — what 联防 carries (BattleResult unitsEnd `sp`; reset rebuilds the charges from it). + */ + get spTotal() { + if (this.noSkill || this.kind === 'passive') return 0; + const cost = this.spCost; + return this.charges >= this.maxCharges ? this.maxCharges * cost : this.charges * cost + this.sp; + } + + /** + * Called on every (re)deployment. `carry` = { sp } for unite (联防) helpers: their 技力 at the end of their own combat + * (unitsEnd `sp` = spTotal, rebuilt into charges here). Nothing else of the skill is carried — PRTS 卫戍协议/帮助 §联防阶段 + * "将对应单位的生命比例、技力修改至与上一阶段结束时相同": a skill that was running enters 联防 switched off, with the SP it + * had left (spent at its activation: 0 for a one-charge skill — PRTS 技能 "触发技能后…消耗相应的技力"). + */ reset(carry = null) { this.active = false; this.pending = false; @@ -181,9 +196,6 @@ export class SkillRuntime { this.gainSp(carry && Number.isFinite(carry.sp) ? carry.sp : this.initSp, 'init', true); // a free (spCost 0) non-passive skill is available once per deployment if (this.spCost <= 0) this.charges = this.maxCharges; - // unite helpers whose timed skill was running when their combat ended: it keeps running (a fresh duration/ammo), - // without spending a charge — the carried SP is what they had accumulated (0 while a skill runs). - if (carry && carry.skillActive && this.isTimed) this.activate('carry', { free: true }); } _startPassive() { @@ -396,7 +408,7 @@ export class SkillRuntime { this.activations++; this.lastStart = this.battle.time; const b = this.battle; - if (this.manual && reason !== 'carry') this.opReadyAt = b.time + AUTO_OP_COOLDOWN; + if (this.manual) this.opReadyAt = b.time + AUTO_OP_COOLDOWN; if (this.isTimed) { this.active = true; this.timeLeft = this.kind === 'duration' ? Math.max(0.01, this.duration) : (this.kind === 'ammo' && this.duration > 0 ? this.duration : Infinity); diff --git a/test/docs-consistency.test.js b/test/docs-consistency.test.js index f4ff0b72..c4fb0657 100644 --- a/test/docs-consistency.test.js +++ b/test/docs-consistency.test.js @@ -339,7 +339,7 @@ test('user playtest #5 (DESIGN §19): blocking, 联防 forced exit, huge bosses, assert.match(SIM, /taken over by another operator in contact with room, else they walk on/); // #2 联防: carryState { down: true } → FORCED_EXIT (code = §5.1 / §5.5 / §6.1 / §18.3) assert.equal(FORCED_EXIT, 'forcedExit'); - assert.match(DESIGN, /carryState\?: \{ hpPct, sp, skillActive \} \| \{ down: true \}/); + assert.match(DESIGN, /carryState\?: \{ hpPct, sp \} \| \{ sp \} \| \{ down: true \}/); assert.match(DESIGN, /or `FORCED_EXIT`, entering 联防 knocked out/); assert.match(sec(6), /knocked out at the end of its own combat enters down/); assert.match(PLAYING, /作战结束时已被击倒的干员在原位倒地/); diff --git a/test/match/clientCombat.test.js b/test/match/clientCombat.test.js index fdedb6aa..f314a7e4 100644 --- a/test/match/clientCombat.test.js +++ b/test/match/clientCombat.test.js @@ -348,7 +348,7 @@ test('联防 under client-side combat: helpers\' reported end state (HP%, SP) ca assert.equal(f.authority, 'p_1'); const carried = f.spec.players[0].units.find((u) => u.uid === unit.uid); const reported = m.lastResults.get('p_1').unitsEnd.find((u) => u.uid === unit.uid); - assert.deepEqual(carried.carryState, { hpPct: reported.hpPct, sp: reported.sp, skillActive: reported.skillActive }); + assert.deepEqual(carried.carryState, { hpPct: reported.hpPct, sp: reported.sp }); const got = h.sent.filter(([, x]) => x.t === 'b.start' && x.fieldId === 'u').map(([pid, x]) => `${pid}:${x.authoritative ? 'A' : x.watch ? 'w' : 'r'}`).sort(); assert.deepEqual(got, ['p_0:w', 'p_1:A', 'p_2:r']); h.drive(() => m.phase === PHASE.SETTLE); diff --git a/test/match/combat.test.js b/test/match/combat.test.js index 36e4bef9..d66577d4 100644 --- a/test/match/combat.test.js +++ b/test/match/combat.test.js @@ -148,7 +148,7 @@ test('联防: trigger, helpers (≤ 2, highest LP then seat), carry state, sourc // unite.js (research 08 §5): the first-ranked helper "率先迎敌" on the right-hand field (colOffset +8) assert.deepEqual(u.opts.players.map((p) => [p.playerId, p.colOffset]), [['p_1', 8], ['p_2', 0]]); const carried = u.opts.players[0].units.find((x) => x.uid === unit.uid); - assert.deepEqual(carried.carryState, { hpPct: 0.5, sp: 3, skillActive: false }, 'HP%/SP from the end of the own combat'); + assert.deepEqual(carried.carryState, { hpPct: 0.5, sp: 3 }, 'HP%/SP from the end of the own combat'); assert.equal(u.opts.spawns.length, 18, 'union of every counted leak'); assert.equal(u.opts.spawns.filter((s) => s.sourcePlayerId === 'p_0').length, 6); assert.equal(u.opts.spawns.filter((s) => s.sourcePlayerId === 'p_3').length, 12); @@ -198,7 +198,7 @@ test('联防: an operator knocked out at the end of the helper\'s own combat is // timer (user playtest #5 item 2: it used to be left out and vanished); its summons are fielded as the board has them assert.deepEqual(units.find((x) => x.uid === hemo.uid)?.carryState, { down: true }, 'the knocked-out operator enters 联防 down'); assert.ok(units.some((x) => x.kind === 'token' && x.ownerUid === hemo.uid), 'its summons are fielded'); - assert.deepEqual(units.find((x) => x.uid === alive.uid).carryState, { hpPct: 0.5, sp: 3, skillActive: false }); + assert.deepEqual(units.find((x) => x.uid === alive.uid).carryState, { hpPct: 0.5, sp: 3 }); assert.ok(helper.board.has(`${t0[0]},${t0[1]}`) && helper.board.has(placed), 'the board itself is untouched (next round as usual)'); // during 联防 an 'n:' id names no field: refused, and the viewer keeps streaming the 联防 field assert.equal(m.watchers.get('p_0'), 'u'); diff --git a/test/match/feedback3-unitecarry.test.js b/test/match/feedback3-unitecarry.test.js new file mode 100644 index 00000000..7dcd0e38 --- /dev/null +++ b/test/match/feedback3-unitecarry.test.js @@ -0,0 +1,125 @@ +// test/match/feedback3-unitecarry.test.js — community report #34 / GitHub #82: 联防 carried a skill that was running at +// the end of a helper's own combat and restarted it for free (圣聆初雪's S2 on at the 联防 start with SP 0, an empty bar). +// Official (PRTS 卫戍协议/帮助 §联防阶段): "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力, +// 上一阶段为退场状态的干员强制退场)"; the official setup message carries `charBattleStatusList: [{ instId, hp, tech }]` only +// (research 09 §3 HelpBattleInfo). So: an operator's HP ratio and 技力, a summon's 技力, nothing of the skill state. + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { uniteBattleOpts } from '../../server/match/unite.js'; +import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js'; +import { makeMatch } from './harness.js'; + +const close = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps, `${msg} expected ${b}, got ${a}`); + +let gdCache = null; +/** A real GameData (unite templates for buildUniteWave). */ +function gd() { + if (!gdCache) gdCache = makeMatch({ mode: 'coop', humans: 3, seed: 1, fake: true }).start().m.gd; + return gdCache; +} + +/** + * unite.js's carry for one helper, from the given end-of-combat report: board = [[uid, 'chess'|'token', chessId?]], + * the helper's battle input lists those pieces (board row 10, from col 3) with the carry unite.js attached. + */ +function uniteInput(board, unitsEnd) { + const ps = { + playerId: 'p1', seat: 0, + board: new Map(board.map(([uid, kind], i) => [`10,${3 + i}`, { uid, kind }])), + battleInput: ({ side, colOffset, carry }) => ({ + playerId: 'p1', seat: 0, side, colOffset, bonds: {}, bandId: null, playerEffects: [], + units: board.map(([uid, kind, id, extra], i) => ({ + uid, kind, ...(kind === 'token' ? { tokenId: id } : { chessId: id }), row: 10, col: 3 + i, dir: 'RIGHT', items: [], + ...(extra || {}), ...(carry.has(uid) ? { carryState: carry.get(uid) } : {}), + })), + }), + }; + const m = { gd: gd(), round: 3, lastResults: new Map([['p1', { unitsEnd }]]), dispatch() {} }; + const { players } = uniteBattleOpts(m, { helpers: [ps], leaked: [] }, 60); + return players[0]; +} + +test('unite.js carry: HP ratio + SP for an operator (never skillActive), SP only for a summon on the field, down for a knocked-out operator', () => { + const input = uniteInput( + [[1, 'chess', 't_run'], [2, 'token', 'tok'], [3, 'chess', 't_down'], [4, 'token', 'tok2']], + [ + { uid: 1, hpPct: 0.4, sp: 0, skillActive: true, alive: true }, + { uid: 2, hpPct: 0.3, sp: 40, skillActive: false, alive: true }, + { uid: 3, hpPct: 0, sp: 7, skillActive: false, alive: false }, + { uid: 4, hpPct: 0, sp: 12, skillActive: false, alive: false }, + ], + ); + const cs = (uid) => input.units.find((u) => u.uid === uid).carryState; + assert.deepEqual(cs(1), { hpPct: 0.4, sp: 0 }, 'the running skill is not carried'); + assert.deepEqual(cs(2), { sp: 40 }, '召唤物仅修改技力'); + assert.deepEqual(cs(3), { down: true }); + assert.equal(cs(4), undefined, 'a summon off the field at the end enters fresh [ASSUMED]'); +}); + +test('PlayerState.battleInput hands a summon piece its carryState', () => { + const h = makeMatch({ mode: 'coop', humans: 3, seed: 5, fake: true }).start(); + h.toPrep(1); + const ps = h.ps('p_1'); + const tok = ps.newPiece('token', 'token_10030_mlyss_wtrman', { ownerUid: 999 }); + ps.board.set('10,4', tok); + const input = ps.battleInput({ carry: new Map([[tok.uid, { sp: 40 }]]) }); + assert.deepEqual(input.units.find((u) => u.uid === tok.uid).carryState, { sp: 40 }); +}); + +test('an operator whose skill runs at the end of its own combat enters 联防 with the skill off and the carried SP; stored charges come back', () => { + const defs = { + chess: { + // a 30 s skill (cost 10, ready at once) cast on the dummy in range: running when the own combat ends + t_run: chessRec({ id: 't_run', profession: 'SNIPER', rangeGrid: [[0, 0], [0, 1], [0, 2]], stats: { atk: 100 }, + skill: { duration: 30, spCost: 10, initSp: 10, bb: { atk: 1 } } }), + // 2 charges of a cost-5 skill, nothing in range: both charges stored at the end (技力 10 = 2 × 5) + t_chg: chessRec({ id: 't_chg', profession: 'SNIPER', rangeGrid: [[0, 0]], stats: { atk: 100 }, + skill: { duration: 5, spCost: 5, initSp: 0, maxChargeTime: 2, bb: { atk: 1 } } }), + }, + enemies: { e_dummy: enemyRec({ key: 'e_dummy', hp: 1e9, speed: 0 }) }, + }; + const own = makeBattle({ + defs, content: 'generic', autoFinish: false, timeLimit: 60, + units: [{ uid: 1, chessId: 't_run', row: 10, col: 3 }, { uid: 2, chessId: 't_chg', row: 12, col: 3 }], + enemies: [{ key: 'e_dummy', pos: [10, 5] }], + }); + own.runUntil(() => own.unit('t_run').skill.active, 10); + own.run(12); + assert.ok(own.unit('t_run').skill.active, 'still running at the end'); + const unitsEnd = own.result().perPlayer.p1.unitsEnd; + const end = (uid) => unitsEnd.find((u) => u.uid === uid); + assert.equal(end(1).skillActive, true); + assert.equal(end(1).sp, 0, 'spent at the activation (PRTS 技能 "触发技能后…消耗相应的技力")'); + assert.equal(own.unit('t_chg').skill.charges, 2); + assert.equal(end(2).sp, 10, 'the official 技力: both charges (PRTS 技能 "当前技力上限等于该技能技力需求的X倍")'); + + const input = uniteInput([[1, 'chess', 't_run'], [2, 'chess', 't_chg']], unitsEnd); + input.units[1].row = 12; // as on the own field + const u = makeBattle({ kind: 'unite', defs, content: 'generic', autoFinish: false, players: [input] }); + u.step(); + const run = u.unit('t_run'), chg = u.unit('t_chg'); + close(run.hpRatio, end(1).hpPct, 1e-6, 'HP ratio'); + assert.equal(run.skill.active, false, 'the skill enters 联防 switched off (it used to restart for free)'); + assert.equal(run.skill.activations, 0); + assert.ok(run.skill.sp < 0.1, `SP from 0, got ${run.skill.sp}`); + close(run.s.atk, 100, 1e-6, 'no skill ATK'); + assert.equal(chg.skill.charges, 2, 'the stored charges are back'); +}); + +test('a summon piece enters 联防 with its carried SP only (流形: SP set, HP full)', () => { + // 缪尔赛思 (chess_char_6_11_a) and her board 流形 (token_10030_mlyss_wtrman: cost 100, initial SP 95) + const players = [{ + playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, bandId: null, playerEffects: [], + units: [ + { uid: 1, kind: 'chess', chessId: 'chess_char_6_11_a', row: 10, col: 3, dir: 'RIGHT', items: [], carryState: { hpPct: 0.5, sp: 3 } }, + { uid: 2, kind: 'token', tokenId: 'token_10030_mlyss_wtrman', ownerUid: 1, row: 10, col: 4, dir: 'RIGHT', carryState: { sp: 40, hpPct: 0.3 } }, + ], + }]; + const h = makeBattle({ kind: 'unite', players, autoFinish: false }); + h.step(); + const tok = h.b.allyUnits.find((x) => x.uid === 2); + assert.ok(tok && tok.alive && tok.deployed, 'the 流形 is on the field'); + assert.ok(tok.skill.sp >= 40 && tok.skill.sp < 41, `its SP is the carried 40 (fresh it would be 95), got ${tok.skill.sp}`); + close(tok.hp, tok.s.maxHp, 1e-6, 'a summon keeps no HP ratio (召唤物仅修改技力)'); +}); diff --git a/test/match/unitedown.test.js b/test/match/unitedown.test.js index 6f0b4ab8..691298c2 100644 --- a/test/match/unitedown.test.js +++ b/test/match/unitedown.test.js @@ -71,8 +71,8 @@ for (const clientCombat of [true, false]) { const inp = (pid, uid) => players.find((p) => p.playerId === pid).units.find((x) => x.uid === uid); assert.deepEqual(inp('p_1', down1.uid)?.carryState, { down: true }, 'the right-hand helper\'s knocked-out operator is in the 联防 battle'); assert.deepEqual(inp('p_2', down2.uid)?.carryState, { down: true }, 'the left-hand helper\'s too'); - assert.deepEqual(inp('p_1', up1.uid).carryState, { hpPct: 0.5, sp: 3, skillActive: false }); - assert.deepEqual(inp('p_2', up2.uid).carryState, { hpPct: 0.5, sp: 3, skillActive: false }); + assert.deepEqual(inp('p_1', up1.uid).carryState, { hpPct: 0.5, sp: 3 }); + assert.deepEqual(inp('p_2', up2.uid).carryState, { hpPct: 0.5, sp: 3 }); b.step(); const unitOf = (uid, pid) => b.allyUnits.find((u) => u.uid === uid && u.ownerId === pid); diff --git a/test/sim/fidelity.test.js b/test/sim/fidelity.test.js index a438f4aa..a6669cc7 100644 --- a/test/sim/fidelity.test.js +++ b/test/sim/fidelity.test.js @@ -42,23 +42,28 @@ test('attack-SP ammo skill: no SP from any ammo shot, including the last one', ( assert.equal(u.skill.sp, 1); }); -test('unite carryState {sp: 0, skillActive: true} (what unitsEnd reports) resumes the timed skill without a charge', () => { +test('unite carryState: a skill running at the end of the own combat is not carried — unitsEnd reports sp 0 and the skill enters 联防 off', () => { + // community report #34 / GitHub #82: the carried skillActive used to restart the skill for free (bar empty, skill on) const h = makeBattle({ - defs: { chess: { t_sn: sniper({ duration: 10, spCost: 10, initSp: 0, bb: { atk: 1 } }) } }, - units: [{ chessId: 't_sn', row: 10, col: 4, carryState: { hpPct: 0.6, sp: 0, skillActive: true } }], content: 'generic', + defs: { chess: { t_sn: sniper({ duration: 10, spCost: 10, initSp: 10, bb: { atk: 1 } }) }, enemies: { e_dummy: enemyRec({ key: 'e_dummy', hp: 1e9, speed: 0 }) } }, + units: [{ chessId: 't_sn', row: 10, col: 4 }], enemies: [{ key: 'e_dummy', pos: [10, 6] }], content: 'generic', autoFinish: false, }); - h.step(); - const u = h.unit('t_sn'); - approx(u.hpRatio, 0.6, 1e-9); - assert.equal(u.skill.active, true); - assert.equal(u.skill.charges, 0); - assert.ok(u.skill.sp < 0.01); - approx(u.s.atk, 200); - // and a real end-of-battle report round-trips: unitsEnd of a running skill carries sp 0 + skillActive + h.runUntil(() => h.unit('t_sn').skill.active, 10); h.run(1); const end = h.result().perPlayer.p1.unitsEnd[0]; - assert.equal(end.skillActive, true); - assert.equal(end.sp, 0); + assert.equal(end.skillActive, true, 'reported'); + assert.equal(end.sp, 0, 'the SP was spent at the activation (PRTS 技能 "触发技能后…消耗相应的技力")'); + const u2 = makeBattle({ + defs: { chess: { t_sn: sniper({ duration: 10, spCost: 10, initSp: 0, bb: { atk: 1 } }) } }, + units: [{ chessId: 't_sn', row: 10, col: 4, carryState: { hpPct: 0.6, sp: end.sp, skillActive: end.skillActive } }], content: 'generic', + }); + u2.step(); + const u = u2.unit('t_sn'); + approx(u.hpRatio, 0.6, 1e-9); + assert.equal(u.skill.active, false); + assert.equal(u.skill.charges, 0); + assert.ok(u.skill.sp < 0.2); + approx(u.s.atk, 100); }); // --------------------------------------------------------------------------------------------------------------- diff --git a/test/sim/skills.test.js b/test/sim/skills.test.js index 5ec653ee..dd72f3c6 100644 --- a/test/sim/skills.test.js +++ b/test/sim/skills.test.js @@ -195,7 +195,7 @@ test('SkillSpec from a kit: mods, targeting override, attack override, onStart/o assert.equal(u.s.aspd, 100); }); -test('passive and toggle kinds; carryState restores hp/sp/skill', () => { +test('passive and toggle kinds; carryState restores hp/sp, never a running skill', () => { const h = makeBattle({ defs: { chess: { @@ -224,7 +224,10 @@ test('passive and toggle kinds; carryState restores hp/sp/skill', () => { h2.step(); const c2 = h2.unit('t_c'); approx(c2.hpRatio, 0.5, 1e-9); - assert.equal(c2.skill.active, true); + // PRTS 卫戍协议/帮助 §联防阶段: only the HP ratio and the SP are set — the (old) skillActive flag starts nothing + assert.equal(c2.skill.active, false); + assert.equal(c2.skill.ready, true, 'the carried 10 SP fill the bar'); + assert.equal(c2.skill.activations, 0); }); test('generic kit maps blackboards of every real chess to a sane SkillSpec', () => {